During this year's Electronic Entertainment Exposition, RPGamer received exclusive news that NIS America was bringing the PSP title Generation of Chaos to North America. This would be the first title in that series to receive a North American localization. Recently, after being bribed with chocolate chip cookies and shiny objects, Jack Niida of NIS America agreed to sit down with RPGamer for a chat about Generation of Chaos for the PSP.

RPGamer: Many thanks for taking the time out of your schedule to talk with us. Could you please introduce yourself, and explain your relation to Generation of Chaos?

Jack Niida: My name is Jack Niida, and I am the marketer for Generation of Chaos.

RPGamer: When deciding to partner with Idea Factory, why was the decision made to start with the company's first PSP title?

Jack Niida: A variety of factors were involved in the decision, but the main reason is the limited number of RPG titles for the PSP. There is a demand for it; however, there doesnít seem to be much supply. Why? I donít know. Maybe itís hard to sell. Or maybe everybody is just waiting. We examined this gap and concluded that gamers would most likely welcome a new addition to this genre.

RPGamer: Does this title make use of a real-time or a turn-based strategy battle system?

Jack Niida: Unlike our previous titles, GoC will make use of a real-time strategy battle system. Massive armies totaling up to 60 units can go at each other on the battlefield in real time. Therefore, quick thinking and decision making is required to effectively combat your enemies.

RPGamer: How large are the maps in the game in comparison to other games in the genre such as Disagea?

Jack Niida: Compared to Disgaea, GoC will have a smaller battle map. The smaller map might perhaps disappoint some gamers, but we believe the size is perfect for the battle system used in GoC, which emphasizes more on speed to overwhelm the enemy by rushing/charging.

RPGamer: Do players control each member of their team as an individual giving out indirect orders or are players giving direct orders to all of the 30 characters that can be on the map?

Jack Niida: There are two different sets of commands for the players. The first is for the infantry soldiers who move according to the preset commands. The other is for the squad leader/commander that you can fully control as an independent character. Of course, players are always able to change commands to all the units during the battle to fight with flexibility. Players should think of themselves like captains or generals in an army giving out orders to their squads on distant battlefields.

RPGamer: How many different types of characters will players be able to create for their army?

Jack Niida: There are a total of 79 different types of characters you can have as your infantry units. This number includes both human types and non-human types like beasts, demons, and dragons.

RPGamer: Will there be any voice acting in the game or will there just be text to progress the story?

Jack Niida: Yes, there will be voice acting in the game to enhance the storytelling of the game. Many people have come to expect us to retain the dual language option in our games, so we are definitely trying hard to keep the dual language option for GoC.

RPGamer: In screens of the game, buildings can be seen on some of the maps, will players be able to enter these buildings or are they just part of the background?

Jack Niida: Great question, some of the buildings like the castle ramparts and gates can actually be destroyed in an attempt to take over enemy territory. Therefore, you are given an option during battle to attack either the enemy units or destroy the enemy infrastructure. Of course you could do both if you wish.

RPGamer: If these buildings are able to be entered, how do these feature in the game's battle or commerce systems? Will players be able to use these as places to restock on items, revitalize their armies, or be used as temporary and maybe even permanent commanding offices?

Jack Niida: Buildings that players were able to take over during the game can be used as a base to restock on items and revitalize their army. Not only that, but cities and castles are a vital source of income for your kingdom, so players would have to aggressively invade enemy territories. Cities and castles that players siege can be improved through development for additional income and protection for your army.

RPGamer: For those who are unfamiliar with the series, do you think this game will be a good building block in case you decide to localize other titles in the series or does this title stand alone as a separate entity in the series?

Jack Niida: Certainly, this game would be a perfect stepping stone mainly because the story is independent while retaining some aspects from the rest. If you play GoC for the PSP, you will definitely be able to enjoy the rest of the series without confusion.

RPGamer: During battles, can you try and recruit members of other armies or is this only done outside of battling?

Jack Niida: Unfortunately, recruitment is done outside of battles. Players have the option to recruit enemy commanders by approaching them during non-combat scenes or try to persuade captives that you caught after battles. Sometimes, if you fail to approach a commander you might end up being captured or killed, so extreme caution is required.

RPGamer: How do players move their characters outside of battles? Is this done on a larger map or are players moving their characters across the world, on foot, themselves?

Jack Niida: Initially characters will travel around on a huge monopoly like field map. There are roads that connect the kingdoms together and you get to travel on them. As your kingdomís economy grows though, you will later be able to travel instantly between cities by flying airships.

RPGamer: What is the background information for this title? Will players be taking a lead character through a large branching story or will they just be choosing their own characters to dominate the land of Duke?

Jack Niida: In GoC, each kingdom actually has an individual story to them. Therefore, even if you clear the game with a kingdom you wonít necessarily see the entire picture of the story.

RPGamer: Lastly, is there anything that you'd like to say to our readers?

Jack Niida: Thank you very much for this interview opportunity. If anybody has any questions or concerns, please visit our website at www.nisamerica.com.

RPGamer would like to extend its thanks to Jack Niida for taking the time out of his schedule to give us a bit of insight concerning Generation of Chaos. Keep watching RPGamer for further details.